Excellent mod! Leveling up your attributes now have the same philosophy for how you level everything else in the game. As it should have been in the vanilla game. The more you use a skill the better it becomes, the more you use an attribute the stronger it becomes.
I'm not sure why you decided to make depleting an attribute bad. In real life, training until exhausted and then a little more is the way to increase your muscle mass, cardio and stamina, not holding back. It should be the same here. In the same vein, magicka with this seems to be extremely tedious as you now have even less spells to cast for fear of damaging your reserves. It's the same with health - "what doesn't kill you makes you stronger" is a saying for a reason.
it'd be nice if this had FISS support so that i can save my customized settings and easily re-apply them with one click when starting a new game or messing with my mod order.
I got conflict with wounds (and/or) needs mod (I use both RND and Imp more complex needs). Imp have a different stress effect: when you use mana/stamina it lowers your maximum, wounds from wounds mod lowers max mana/stamina which can lead to negative value.
When combined: It led me to have 40000% (example) in stamina leveling which led me to having hundreds of stamina on level 1...
It already does work fine however, as it does not require a .dll, and SE already has both SkyUI and SKSE64. All one would need to do is resave the esp in the CK.
I can't say enough good things about this mod thanks for this. I've been looking for a mod like this and had found a different one but it kept resetting my characters carry weight o 300. I like how this one keeps the setting that I start with (100). I had to tweak the settings to fit my play through, and the MCM was easy to navigate thanks for implementing it.
I don't quite understand those big numbers in MCM configuration...
Here's what I want to achieve: - I really don't want the game to depend much on those 3 attributes to face-roll the contents, but put high emphasis on items, perks, enchantments. In a way you can say I want to throw the levelling system outta the window.
- this decay/stress-injury sound logical to have, which puts emphasis on stuff like resting. But how can I configure it so it don't ended up like vanilla - huge amount of buff with 9999999999999mp/hp? Let say I want it to stay under 150.
- let say I would like to cap max levelling attribute gain per level to "1" at best. While decay "1" per in-game day, with the stress injury system remain intact. How did the configuration needs to be?
Great mod i especially like the option to allow normal stat level up since i'am not getting that much of a buff and i don't want to play sloppily to increase my stats ,keep it natural as possible.
It would be great to expand on other features like physical ,magical and elemental resistance ,poison and disease (have some other ideas but i guess they will step on skills functions) how about an increase in movement speed (not weapon speed), jump height , food and potions effects increase(you could also argue it would decrease it).
Great mod no doubt though i prefer to keep normal leveling functions of the game along the mod because of as i said before not much buffs (i know i could change the settings but i prefer to keep mod as the creator intended as mush as possible).
another thanks to Uoud the original creator (you really have such a creative ideas i think shouts should have been implemented with something similar to your mod and a buff to their magnitude depending on player level and stats)
BTW i have a question does the decay affect the buffs only or does affect my whole health
for example : say i have 500 health 200 of them are buffs from the mod would the decay stops at 300 or would it continue to decrease my health? and is it the same for other stats? (i guess it will be the same).
Other than nice words about the mod, a funny testimonial for me: After using it, I've been struggling a bit to raise my character's health, but then I found a safe way, on a more or less safe situation.
BAR FIGHTS!
Before this mod, Brawling was a meaningless feature for me, doing it for the money was worthless. Now, I have a reason to get into a fight on every Inn!
And not only to fight. To get more health, you have to win the crowd, give them a show. Take off your armor (no shirt, no shoes), and don't knock down your oponent right away. Play around, control the situation, let them think that he had a chance, take some punches, and just then kick his ass! Best way ever to earn some Health, lol!
Very nice input, you not only justify the quality of the mod but adds lore-wisdom to it. It totally makes sense now why Nords love mead and punch fights so much.
64 comments
And by "port" I mean recompiled the script and then saved the ESP to update it to the correct form.
EDIT: Didn't mean to directly reply to the top level post
Shame this doesn't have more endorsements
I agree with your point, which is why I removed that option in the mcm
Imp have a different stress effect: when you use mana/stamina it lowers your maximum, wounds from wounds mod lowers max mana/stamina which can lead to negative value.
When combined:
It led me to have 40000% (example) in stamina leveling which led me to having hundreds of stamina on level 1...
Here's what I want to achieve:
- I really don't want the game to depend much on those 3 attributes to face-roll the contents, but put high emphasis on items, perks, enchantments. In a way you can say I want to throw the levelling system outta the window.
- this decay/stress-injury sound logical to have, which puts emphasis on stuff like resting. But how can I configure it so it don't ended up like vanilla - huge amount of buff with 9999999999999mp/hp? Let say I want it to stay under 150.
- let say I would like to cap max levelling attribute gain per level to "1" at best. While decay "1" per in-game day, with the stress injury system remain intact. How did the configuration needs to be?
It would be great to expand on other features like physical ,magical and elemental resistance ,poison and disease (have some other ideas but i guess they will step on skills functions) how about an increase in movement speed (not weapon speed), jump height , food and potions effects increase(you could also argue it would decrease it).
Great mod no doubt though i prefer to keep normal leveling functions of the game along the mod because of as i said before not much buffs (i know i could change the settings but i prefer to keep mod as the creator intended as mush as possible).
another thanks to Uoud the original creator (you really have such a creative ideas i think shouts should have been implemented with something similar to your mod and a buff to their magnitude depending on player level and stats)
BTW i have a question does the decay affect the buffs only or does affect my whole health
for example : say i have 500 health 200 of them are buffs from the mod would the decay stops at 300 or would it continue to decrease my health? and is it the same for other stats? (i guess it will be the same).
After using it, I've been struggling a bit to raise my character's health, but then I found a safe way, on a more or less safe situation.
BAR FIGHTS!
Before this mod, Brawling was a meaningless feature for me, doing it for the money was worthless. Now, I have a reason to get into a fight on every Inn!
And not only to fight. To get more health, you have to win the crowd, give them a show.
Take off your armor (no shirt, no shoes), and don't knock down your oponent right away. Play around, control the situation, let them think that he had a chance, take some punches, and just then kick his ass! Best way ever to earn some Health, lol!